Author Topic: RELEASE - The Procyon Insurgency  (Read 289636 times)

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Re: RELEASE - The Procyon Insurgency
He won't start following waypoints until all enemies are destroyed, and he won't auto-acquire fighters past a certain range even if they're targetable.  I had to go play follow the leader with some Shivans to get them to come to Alpha 1 so we could destroy them and go to the node. 
"Courage is the complement of fear.  A fearless man cannot be courageous.  He is also a fool." -- Robert Heinlein

 
Re: RELEASE - The Procyon Insurgency
Will Procyon Insurgency work properly with the latest builds (the latest being 3.6.12)?


 

Offline Androgeos Exeunt

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Re: RELEASE - The Procyon Insurgency
Probably not, since there was quite an overhaul between 3.6.10 and 3.6.12.
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Re: RELEASE - The Procyon Insurgency
Spoiler:
Doesn't the Ancient Juggernaut act like the Colossus from JAD and ram the allied Hatshepsut as it emerges from subspace?
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Offline The E

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Re: RELEASE - The Procyon Insurgency
Probably not, since there was quite an overhaul between 3.6.10 and 3.6.12.

Probably yes, since there was quite an effort expended to make sure stuff doesn't break.
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There must be changes, miss to feel strong
I really need lifе to touch me
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Re: RELEASE - The Procyon Insurgency
Probably not, since there was quite an overhaul between 3.6.10 and 3.6.12.

While true, there's only been a campaign-breaking overhaul between the 3.6.10 and the 3.6.12 MVPs.  Like The E said, 3.6.12 builds should still be compatible with previous campaigns.  If not, there would be all sorts of hell to pay trying to get stuff working properly.
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Offline CP5670

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Re: RELEASE - The Procyon Insurgency
It should more or less work on 3.6.12, with possibly a few minor glitches. I haven't fully played the campaign on it though and there seemed to be subtle changes in AI behavior in a few missions, but I would need to test it more thoroughly to say anything for sure. The only issue that exists for sure is the briefing scaling bug, but that's fairly minor.

I think the only version that is guaranteed to work perfectly is the 3.6.9 RC7.9X build on the campaign website. That build is ancient now, but it works with the 3.6.10 VPs and remains a reference to compare against newer builds.

Spoiler:
Doesn't the Ancient Juggernaut act like the Colossus from JAD and ram the allied Hatshepsut as it emerges from subspace?

This problem came up in one of the public builds after 3.6.10, but it was strangely fixed by the time 3.6.12 came out. I never understood what caused it.

 

Offline starlord

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Re: RELEASE - The Procyon Insurgency
cp? any news about that possible sequel you mentionned on the PI site?

 

Offline FIZ

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Re: RELEASE - The Procyon Insurgency
Hot damn this was great!  Had to bump!  Disregarding the 30 day 'not posted in' warning!

Only problem I ran into (besides having to knock the difficulty down a notch o7) was the mission where you had to-

Spoiler:
Escort the task force that needed to escape with the Ancient artifacts.  While the zod commander was debating what to do I noticed the green radar blip flashing in and out.  I followed and jumped the AWACs, but could only knock it down to %11.  After conceding it was guardianed I fell back to the traitor Sobek and got stuck at ~11% hull in killing it.  Couldn't rearm so I decided to cheat (only mission I did, I wasted too much ordinance on the AWAC and did not want to start another 20 minute mission over again for a bug that I wouldn't of had to dealt with if I just followed orders).

I really enjoyed how the squadron missions played out and the 74th missions were incredible!

Awesome background and I was surprised I got %25 of the points... Once I realized the level of bonus objectives I thought I'd be lucky with 3 points.

And 6x Vulcan Tauret was oddly reminiscent of flying a WWII Thunderbolt in old flight sims.  With missles  :yes:

 
Re: RELEASE - The Procyon Insurgency
The story of this campaign is really something though.  And of course, in the same fashion as Volition's own campaigns, it leaves you at a point where you want to see what else happens next. 

As far as I can tell (from what I played so far at least), there are no other mods or campaigns that attempt to build from the universe-setting this one sets up. 

 
Re: RELEASE - The Procyon Insurgency
I agree, a sequel would be awesome
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Offline starlord

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Re: RELEASE - The Procyon Insurgency
wasn't CP actually planning the eventuality?

 

Offline Androgeos Exeunt

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Re: RELEASE - The Procyon Insurgency
No, he left it open for anyone.
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Quote: Tuesday, 3 October 2023 0133 UTC +8, #general
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Offline CP5670

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Re: RELEASE - The Procyon Insurgency
I had plans for a sequel when I made this, but that was several years ago and I have moved on from FS modding now. Any sequel from my part is highly unlikely. This document explains some things that any sequel would have elaborated on. I was thinking of having the player take on a PCA pilot's perspective coincident with the last few missions of PI, and continuing on in the nebula, but that never went beyond the vague concept stage.

 
Re: RELEASE - The Procyon Insurgency
I loved this campaign when I ran through it. Incredibly fun gameplay, capships that were actually a threat, a good storyline, all that was available here. It was also almost completely bug free, save for one issue I had.

The issue in question was that, no matter what, the Hatshepsut appeared as its retail model. No glowmaps, no normals, nothing. This was less annoying pre - 3612, as the Hatshepsut technically was still retail, but now the new one is out the change when I load up this campaign is almost painful. I dont know if such an issue has been brought to your attention  before, CP5670, nor do I know what may be causing it. I have the latest version, installed correctly, and when switched to 3612 all other ships and effects appear as they should. Its only the Hatshepsut that's screwy.

Any Ideas? And again, this campaign is gold.

 

Offline CP5670

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Re: RELEASE - The Procyon Insurgency
Thanks. It's nice to see that this is still played by new people joining the community.

That issue is due to the replaced models in PI. I had to increase the turret FOVs on several models, which required the entire model to be replaced in the PI vp files. It would be easy to fix this problem for now but it will keep coming up in the future, and basically require a new version of the campaign whenever a media VP package comes out. With the Hatshepsut in particular, another issue is that the camera positions in the final cutscene will have to be moved around to match the new model. Maybe I'll release one more version update addressing this.

The best solution to this is to have a way of overriding the FOVs in the table files, but that would be a feature request for the SCP.
« Last Edit: May 04, 2011, 11:14:02 pm by CP5670 »

 
Re: RELEASE - The Procyon Insurgency
Thanks for the answer.  It really doesnt detract too much from the campaign, tbh, I'm just a bit of a graphics whore occasionally. If I had the slightest idea about how to screw with the VP's I would go in and do it myself. Maybe I should set aside a weekend to learn how to do so when I have some time off.

 

Offline Goober5000

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Re: RELEASE - The Procyon Insurgency
I had plans for a sequel when I made this, but that was several years ago and I have moved on from FS modding now. Any sequel from my part is highly unlikely.
Boo.

Well, in light of that, plus this paragraph from your linked document...
Quote
As for what exactly happened in the final mission or what the GTI was attempting to do with the Terran component that resulted in the effects you see in mission 14, those issues would merit another essay by themselves. I will not explain them just yet, as they would essentially be the subjects of any potential sequel. :)
...can we expect another essay? :D

 

Offline starlord

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Re: RELEASE - The Procyon Insurgency
indeed! it would be nice! who knows?

 

Offline Mobius

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Re: RELEASE - The Procyon Insurgency
CP, if you can't FRED a sequel, why don't you write it instead? A fanfic (or dossier, in this case) alone would be nice if a campaign cannot be developed. :)
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